Summary Information

Monster Taxonomy

Special Rule: Morph (may swap two of the followings stats in the movement phase: Distance, Dexterity, Toughness)

Animal

Maximum Stats (Dis 8 Dex 6 Tou 5 Ins 6)

Special Rule: Rage (receives -1 bonus to hit for each wound in a phase up to -3 for a single retaliatory attack)

Elemental

Maximum Stats (Dis 6 Dex 6 Tou 8 Ins 4)

Special Rule: Lifeless (ignore statistic reduction from attacks)

Flora

Maximum Stats (Dis 5 Dex 4 Tou 6 Ins 8)

Special Rule: Root (cannot be knocked back, down, thrown or carried if chooses to root at end of movement phase)

Mechanical

Maximum Stats (Dis 6 Dex 5 Tou 8 Ins 4)

Special Rule: Alternator (may reroll atomic power - this roll is halved and rounded down and must be kept)

Abilities

Close Combat

Absorb (5)

Daze (5)

Knock Down (10)

Paralysis (25)

Pierce (10 per -1)

Movement

Burrowing (20)

Fast (20)

Fins (5)

Flight (25)

Leap (25)

Other

Cling (20)

Elastic (10)

Extended Reach (3 per 1)

Heavy (25)

Poison (10 per wound)

Regeneration (30)

Squat (15)

Powers

Defensive

Corona (30) 4 energy, 1 damage, 1 turn

Reflection (40) 4 energy

Shield (30) 2 energy, 1 phase or attack

Ranged

Adhesive Blast (20) spray, 1 energy, 6, 1 round

Bomb Blast (20) 2 energy, 2 damage, 18

Energy Blast (30) 3 energy, 3 damage, 24

Explosive Blast (25) 3 energy, 1 damage, 18

Freeze Blast (20) 3 energy, 2 damage 6

Flame Blast (25) spray, 3 energy, 2 damage, 6

Force Blast (15) 3 energy, 6

Gas Blast (10) spray, 2 energy, 3

Laser Blast (30) 3 energy, 1 damage 24

Liquid Blast (20) spray, 3 energy, 1-5 damage, 6

Mechanical Blast (20) 3 energy, 1 damage, 18

Parasite Blast (25) 2+ energy, 1-5 damage, 6

Psychic Blast (25) 3 energy, 2 damage, 24

Pulse (20) area effect, 3 energy, 1 damage, 3

Sonic Blast (25) 2 energy, 2 damage, 12

Tractor Beam (25) 2 energy, 24

Other

Camouflage (25) 3 energy, 1 turn

Invisibility (30) 5 energy, end of round or attacks or suffers wound

Transform (40) 6 energy

Human Taxonomy

Units

Aircraft (5) 5 weapons (Dis 6 Dex 4 Tou 3 Ins 3 Wou 1)

Always in flight, Always moving

Armoured Vehicle (3) 3 weapons (Dis 4 Dex 3 Tou 4 Ins 3 Wou 1)

Sink

Infantry (1) 1 weapon (Dis 2 Dex 3 Tou 2 Ins 2 Wou 1)

Small targets

Upgrades

Aircraft

Booster Rockets (5)

Hoist (3)

Rotors / Repulsor Lift (1)

Armoured Vehicle

Amphibious (1)

Skimmer (3)

Transport (3)

Infantry

Drop Troopers (3)

Jump Troopers (3)

Super Troopers (1)

Any

Close Combat Attachment (1)

Hazard Armour (3)

Massive Size (5)

Self Destruct (1)

Shield Generator (3)

Stealth Technology (3)

Targeting System (3)

Firepower

Ranged

Blastgun

1/1 2/3 3/5 damage

6“/1 12”/3 18“/5 24”/7 range

Burstgun

2“/3 4”/5 6“/7 area

1/1 2/3 3/5 damage

6”/1 12“/3 18”/5 24“/7 range

Pulsegun

1/1 2/3 3/5 damage

3”/3 6“/5 9”/7 range

Spraygun

1“/1 2”/3 3“/5 width

1/1 2/3 3/5 damage

3”/3 6“/5 9”/7 range

Ranged Upgrades

Forcegun (5)

Freezegun (5)

Gasgun (5)

Poisongun (3)

Psychegun (3)

Stonebuster (5)

Sequence of Play

Setup

If using a monster and human first, decide which to to use first.
If a human force is present, no monster has a military strike phase.
All human units on the same side must be within 6“ of the table edge and 24” away from enemy monsters if possible.

Initiative

Add unspent command points if only using humans. If using humans and a monster, add either wounds lost or units destroyed in the previous turn, whichever is higher.

Atomic Power

Humans use Command Points

Phases

Orders / Military Strike

Movement

Ranged Combat

Close Combat

Reinforcements / Recovery

Play Aids

HTML Monster creation page - Written in Javascript. Create a monster online. Currently doesn't export or save the character

Monster Creation Sheet - Works out the points cost for you - an Excel spreadsheet